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I just finished another map
Wednesday, April 23, 2014 - 12:40

I just finished another map for the Heroes Of Hawks Haven. Attached a picture of outside map. That map size is 120x120 tiles. Map also has three other sectors contain insides of the houses and caves.

 

Game is moving forward. For
Monday, April 21, 2014 - 06:43

Game is moving forward. For next 0.8.0 version I am going to make two new maps. First one is almost done, one simple quest is missing and then testing for scripts and finally add all the monsters. For the second map I am going to need a new tileset. Something look like a monastery. When that is done I'll post it here too.

I took some screenshots from
Monday, March 17, 2014 - 12:47

I took some screenshots from the latest version. First one is where fighting against wolfmen and casting a fireball. All spells also cause light effects for surroundings.

Second one where casting mindaffecting spell. Notice the character with sweat drop. It means that stamina is below the halfway. Same also applies for enemies.

Third one is where looting the dropped items. Equipments what enemies have are also dropped to ground.

Fourth one is where NPC is doing a task. Instead of creating animations for different task I use speech bubbles instead.

Yesterday I released a new
Sunday, March 16, 2014 - 21:54

Yesterday I released a new version of Heroes of Hawks Haven 0.7.0 Alpha.

There are two new maps, two new monsters and main quest moves a bit forward. Statistical information about the game:

24 different quest which can be complete currently. 3 quest which cannot be complete.

237 items, 24 monsters, 76 speeches, 29 music and 85 sound effects.

Game also counts how many hours and minutes you have played and test game I played took 4.5 hours where I did 17 quests.

1. Engine I use in my RPG has
Monday, March 10, 2014 - 11:27

1. Engine I use in my RPG has four layers for map objects: Floor/Wall, Objects, Decoration and Top.

Plus there can items, effects and character layers but four for map objects. Floor/Wall layer is pretty self-explained. Object layer could for example window tile and decoration might be curtains. Then Top layer is reserved if object immediately below is tall for example tall floor lamp.

You should also think if it makes sense to have plain curtains without window. It might make sense if you have multiple windows and curtains which then could be mixed in the game. I am using curtains example here.

2. I think making darker or lighter version is not needed since lighting effects should be done by the game engine. Rotating/flipping tiles could be done before hand especially if there is added some variety or some tile is not mirrorable. For example character might have scabbard.

I have obfuscated the email
Sunday, March 2, 2014 - 01:36

I have obfuscated the email address so that spambots won't fill my email address. So you need to change at to @ and dot to . and finally remove all _

CC0 does not require any
Thursday, February 27, 2014 - 20:52

CC0 does not require any attribution. So you do not need give any credits for me doing these zombies and skeleton. If you like you could say something like "Public domain graphics from Opengameart.org"

You probably read CC-BY license although I do not think that requires link either.

Yes you can. Each art here
Thursday, February 27, 2014 - 20:42

Yes you can. Each art here has listing of licenses which are selected by who made the art. You can choose one of those license and use it. Here is CC0 which means you can do what ever you like with this art. You can click of each license and see how you use them. CC-BY requires that you give attribution to whom made the art and so on.

I was tuning up the sound
Tuesday, February 18, 2014 - 08:27

I was tuning up the sound volume in Ubuntu and I did not hear the sound clip. Then I replayed it and I was thinking am I still tuning up the volume again. This is very close to the Ubuntu's Sound volume pop sound. Pitch is slightly different and popping is much "harder" in this one.

Just my curiosity how to make sound effects like these? Are these generated some how?

Project is moving forward. I
Wednesday, February 12, 2014 - 20:29

Project is moving forward. I have made two new maps, which still need to be tested though. Yesterday I made a small change which affected a lot in combat. I just added a short pause between NPCs movements. Previously all NPC movement happened in on single frame draw which made combat very fast but no very understandable. Now there is about 20 frames draw after each NPC whom is in combat.

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